Pursuant to subsection 3.1(4) of Richard's Rules of Order, during the upkeep of each participant in this game of the Magic: The Gathering® trading card game (hereafter known as "PLAYER"), that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE"), in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER.

If any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards his or her complement of cards in hand (hereafter known as "HAND").

o4, ocT: Tear Chaos Confetti into pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card in play that a piece touches. Remove the pieces from the game afterwards.

Whenever any spell is played, counter that spell if each player, other than the caster and his or her teammates, agrees to choose and discard a card. Those players must discard those cards after agreeing.

Checks and Balances may be played only in a game with three or more players.

o1, Throw Clay Pigeon into the air at least two feet above your head while seated, Attempt to catch it with one hand: If you catch Clay Pigeon, prevent all damage to you from any one source and return Clay Pigeon to play, tapped. Otherwise, sacrifice it.

Choose another player. Look at that player's hand and choose one of those cards other than a basic land. He or she discards that card. At the beginning of the next game with the player, look at the player's hand and choose one of those cards other than a basic land. He or she discards that card.

Choose another player. Search your library for a basic land and put that land into play. At the beginning of the next game with that player, search your library for an additional basic land and put that land into play. In both cases, shuffle your library afterwards.

o1oG: Roll two six-sided dice. If both die rolls are the same, Free-Range Chicken gets +X/+X until end of turn, where X is the number rolled on each die. Otherwise, if the total rolled is equal to any other total you have rolled this turn for Free-Range Chicken, sacrifice it. (For example, if you roll two 3s, Free-Range Chicken gets +3/+3. If you roll a total of 6 for Free-Range Chicken later in that turn, sacrifice it.)

Remove all lands from play and shuffle them together. Randomly deal to each player one land card for each land he or she had before. Each player puts those lands into play under his or her control, untapped.

When Ghazbán Ogress comes into play, the player who has won the most Magic games that day gains control of it. If more than one player has won the same number of games, you retain control of Ghazbán Ogress.

o2, ocT: Move target counter from one card to another. If the second card's rules text refers to any type of counters, the moved counter becomes one of those counters. Otherwise, it becomes a +1/+1 counter.

Roll a six-sided die for Goblin Tutor. On a 1, Goblin Tutor has no effect. Otherwise, search your library for the indicated card, reveal that card to all players, and put it into your hand. Shuffle your library afterwards.

Speak only in rhyming sentences. If you do not, sacrifice I'm Rubber, You're Glue.

Say "I'm rubber, you're glue. Everything bounces off me and sticks to you": Target spell or ability, which targets only you, targets another player of your choice instead. (The new target must be legal.)

o1oR, ocT: Put Jalum Grifter and two lands you control face down in front of target opponent after revealing each card to him or her. Then, rearrange the order of the three cards as often as you wish, keeping them on the table at all times. That opponent then chooses one of those cards. If a land is chosen, destroy target card in play. Otherwise, sacrifice Jalum Grifter.

o1oW, Do the Hokey Pokey (Stand up, wiggle your butt, raise your hands above your head, and shake them wildly as you rotate 360 degrees): Prevent all damage to Knight of the Hokey Pokey from any one source.

Choose a land type. Remove from play all lands of that type that you control. Drop those cards, one at a time, onto the playing area from a height of at least one foot. Destroy each card in play that is completely covered by those cards. Then return to play, tapped, all lands dropped in this way.

If Lexivore damages any player, destroy target card in play, other than Lexivore, with the most lines of text in its text box. (If more than one card has the most lines of text, you choose which of those cards to destroy.)

Ban one card, other than a basic land, for the remainder of the match. (For the remainder of the match, each player removes from the game all copies of that card in play or in any graveyard, hand, library, or sideboard.)

o7, ocT, Sacrifice Mirror Mirror: At end of turn, exchange life totals with target player and exchange all cards in play that you control, and all cards in your hand, library, and graveyard, with that player until end of game.

Remove Once More with Feeling from the game as well as all cards in play and in all graveyards. Each player shuffles his or her hand into her or his library, then draws seven cards. Each player's life total is set to 10.

DCI ruling: This card is restricted. (You cannot play with more than one in a deck.)

Each player reveals the top card of his or her library to all other players by continuously holding it against his or her forehead. This does not allow a player to look at his or her own card. (That card still counts as the top card of your library. Whenever you draw a card, draw that one and replace it with the next card of your library.)

Whenever any spell targets a single player, each player rolls a six-sided die. That spell is redirected to the player or players with the lowest die roll. If two or more players tie for the lowest die roll, they reroll until there is no tie.

Prevent up to 3 damage total to any number of creatures and/or players. If there are more players in the room of the opposite sex, prevent up to 3 additional damage total to any number of creatures and/or players.

Before playing any spell, if a copy of that spell card is in any graveyard, the spell's caster may say "Sorry." If he or she does not, any other player may counter the spell by saying "Sorry" as it is cast.

If any player says "Sorry" at any other time, Sorry deals 2 damage to that player.

When Spark Fiend comes into play, roll two six-sided dice. On a total of 2, 3, or 12, sacrifice Spark Fiend. On a total of 7 or 11, do not roll dice for Spark Fiend during any of your following upkeep phases. If you roll any other total, note it.

During your upkeep, roll two six-sided dice. On a total of 7, sacrifice Spark Fiend. If you roll the noted total, do not roll dice for Spark Fiend during any of your following upkeep phases. On any other roll, there is no effect.

o1oG: Choose a card in your hand. Covering the artist's name, reveal the card to target player. If that player cannot name the artist, reveal the artist's name and put a Squirrel token into play. Treat this token as a 1/1 green creature.